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Targeting and Critical effects
#1
Basic idea
  • Targeting different areas (arms, legs, torso, and head) is consistent with all weapons, both melee and ranged and damage is concentrated to wear the person who dealt it was aiming. (i.e. aiming for the left leg when shooting someone results in the bullets hitting their left leg)
  • When taking damage, there is a chance of taking a critical effect. The effects are dependent on which area is taking damage, and the source of the damage (i.e. taking brute damage from a blunt object like a fire extinguisher has a critical effect chance of breaking a bone)
The purpose of a system like this is to add a degree of both tacticality in fights, and a bit of randomness to make individual encounters across rounds more unique.

Proposed Critical Effects
Head
  • Concussion - Flashing stars appear on screen briefly 
  • Black Eye - Character appears with bruise around eye
  • Poked Eye - Left or right eye temporarily blinded
  • Broken Tooth - tooth is knocked out onto the floor, character's speech drops random letters from typed dialogue
Torso
  • Broken Rib - Shooting pain that causes occasional freezing in movement
  • Wind knocked out - player is temporarily unable to speak
  • Collapsed lung - Blood comes up during coughs
Arms
  • Broken - random item dropping from injured arm
  • Crushed - temporarily stops the player from using the affected hand
  • Dislocated - requires smacking to pop back in
Legs
  • Stubbed toe - Causes character to scream
  • Broken - Slowed movement
  • Dislocated - requires smacking to pop back in
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Messages In This Thread
Targeting and Critical effects - by Frank_Stein - 02-10-2016, 10:50 PM
RE: Targeting and Critical effects - by ZeWaka - 02-11-2016, 11:37 AM
RE: Targeting and Critical effects - by Nnystyxx - 02-11-2016, 11:21 PM

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